Optimization & Balance

Armor Model

We have heard your comments on the armor model and we have been busy tweaking it for a better play and feel.

Added an armor quality value for each vehicle.

Lowered total hitpoints for all vehicles.

Lowered component internal hitpoints for all vehicles.

Lowered the max amount an armor surface can be worn.

Increased the amount of damage from ammunition and fuel.

Lowered the explosion radius of proximity mines.

A component remains broken until it has been repaired up to 50%.

The base structure total damage multiplier is no longer normalised.

When a mine is triggered by a vehicle, the damage calculation is based on the vehicles 0,0,0 point.

When triggered by or attached to a vehicle damage falloff over distance is disabled.

A proximity mine deals half damage, except to the vehicle that triggered it.

For all penetration damage, 1/2 of the damage is absorbed by the armor unless the armor is worn down.

Anti Tank Weaponry

With the introduction of the new anti-tank weapons, some existing anti-tank weapons serve too similar a purpose so they have been removed – however, if you already have unlocked these weapons, you keep them!